major_shepard 82 Posted February 4, 2014 I would need the all mission for that. Use Mission -> Make mission.pbo and give me the file. Thanks. Share this post Link to post Share on other sites
PaulGTactical 10 Posted February 4, 2014 thx,pn is out :=) Share this post Link to post Share on other sites
itsdonjon 25 Posted February 5, 2014 (edited) Edit: Just figured out myself! The profile must be blue-highlighted. Just the arrow isn enough! :) I'm trying to make myself a profile. in Profil Editor i rightclick on Units..create a new unit..select the unit..but when i double click a weapon p.E. it just says i need to select a profil..BUT I HAVE ON SELECTED :( :( Can you maybe help me? Greetz, Don Edited February 5, 2014 by ItsDonJon Share this post Link to post Share on other sites
major_shepard 82 Posted February 5, 2014 You must make a left click on the unit into the left hand side panel. Don't mix up with ticking the checkbox of the unit. This is for selecting profile to initialize with @LEA Addon (see the wiki). Share this post Link to post Share on other sites
itsdonjon 25 Posted February 5, 2014 You must make a left click on the unit into the left hand side panel.Don't mix up with ticking the checkbox of the unit. This is for selecting profile to initialize with @LEA Addon (see the wiki). Like i said, I figured it out in the meantime! It's a really really really great piece of software! Another question: If I use LEA to create loadouts for playable units in a mp-map, do my fellow teammembers also need to have LEA installed? Greetz, Don! Share this post Link to post Share on other sites
major_shepard 82 Posted February 5, 2014 Nop they don't. But it is possible however to allow them to use @LEA at mission start. By default @LEA will not be allowed. Share this post Link to post Share on other sites
serjames 357 Posted February 9, 2014 Major_Shephard, I was trying to load in this new UK skins mod. http://www.armaholic.com/page.php?id=24610#c51049 For some reason LEA won't recognise anything. Could you take a look see and let me know what is missing. Craig, the Author, is not sure what he would need to change and as it's got some unique kit in there it would be a shame not to be able to access it. Cheers for the support SJ Share this post Link to post Share on other sites
goldenfiver 11 Posted February 9, 2014 Hi- I am having a small problem: The loadout script identifies all named items in the mission and removes all weapons and items from them. (even non relevant AI or items like ammo boxes). Can this be changed? Share this post Link to post Share on other sites
major_shepard 82 Posted February 9, 2014 Hi- I am having a small problem:The loadout script identifies all named items in the mission and removes all weapons and items from them. (even non relevant AI or items like ammo boxes). Can this be changed? Select all the units you don't want to script -> left click -> on/off scripting. Share this post Link to post Share on other sites
giggaflop 10 Posted February 10, 2014 LEA already has all the information in it's profiles system to output this automatically, any possibility in adding it? Share this post Link to post Share on other sites
major_shepard 82 Posted February 10, 2014 What is it? What it should looks like? Share this post Link to post Share on other sites
itsdonjon 25 Posted February 10, 2014 Found another problem when trying to use LEA to create a scuba mission. The Diver the player controlls can't move. The AI, also edited with LEA, is able to move, is this a LEA-Bug? Or something other? When i move the charackter to land, i can move without a problem. Greetz, Don! Share this post Link to post Share on other sites
SavageCDN 231 Posted February 10, 2014 (edited) What is it? What it should looks like? You add it to the description.ext file so players can select a loadout when they respawn: wiki seems to be broken for me at the moment class CfgRespawnInventory { class WEST1 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_TacVestCamo_khk", "H_Shemag_olive", "optic_Nightstalker", "acc_pointer_IR", "muzzle_snds_b", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles", }; uniformClass = "U_B_CombatUniform_wdl_vest"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular", }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", }; items[] = { "FirstAidKit", }; linkedItems[] = { "V_Chestrig_khk", "H_Booniehat_mcamo", "optic_Arco", "acc_pointer_IR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Autorifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Mk200_F", "Binocular", }; magazines[] = { "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierSpec_rgr", "H_HelmetB_plain_mcamo", "muzzle_snds_H_MG", "optic_Holosight", "acc_pointer_IR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", }; uniformClass = "U_B_CombatUniform_sgg"; backpack = "B_AssaultPack_mcamo";} }; It would be a neat feature to be able to 'export' loadouts to this format. I have a better example on my home PC if you need more details. Edited February 10, 2014 by SavageCDN Share this post Link to post Share on other sites
giggaflop 10 Posted February 10, 2014 You add it to the description.ext file so players can select a loadout when they respawn:wiki seems to be broken for me at the moment class CfgRespawnInventory { class WEST1 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_TacVestCamo_khk", "H_Shemag_olive", "optic_Nightstalker", "acc_pointer_IR", "muzzle_snds_b", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles", }; uniformClass = "U_B_CombatUniform_wdl_vest"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular", }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell", }; items[] = { "FirstAidKit", }; linkedItems[] = { "V_Chestrig_khk", "H_Booniehat_mcamo", "optic_Arco", "acc_pointer_IR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Autorifleman"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Mk200_F", "Binocular", }; magazines[] = { "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierSpec_rgr", "H_HelmetB_plain_mcamo", "muzzle_snds_H_MG", "optic_Holosight", "acc_pointer_IR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", }; uniformClass = "U_B_CombatUniform_sgg"; backpack = "B_AssaultPack_mcamo";} }; It would be a neat feature to be able to 'export' loadouts to this format. This man beat me to it :P It would be amazing, as I'm creating an Alive mission right now for my group and I want to give everyone the ability to pick new loadouts as the situation demands Share this post Link to post Share on other sites
major_shepard 82 Posted February 11, 2014 Found another problem when trying to use LEA to create a scuba mission. The Diver the player controlls can't move. The AI, also edited with LEA, is able to move, is this a LEA-Bug? Or something other? When i move the charackter to land, i can move without a problem.Greetz, Don! Surely another bug from ArmA 3 I may say :rolleyes:. Do you have a simple mission with no addon that show the problem ? Thanks ^^ Share this post Link to post Share on other sites
goldenfiver 11 Posted February 12, 2014 Select all the units you don't want to script -> left click -> on/off scripting. It doesn't show them on the program. Only the script tracks every named unit in-game- which is wierd. Can this be fixed? Share this post Link to post Share on other sites
major_shepard 82 Posted February 12, 2014 Give me a mission (with no addon) that reproduce the supposed bug then I could fix it from this point :) Share this post Link to post Share on other sites
MCarter 10 Posted February 13, 2014 (edited) Ive just downloaded Massi's USMC mod but the LEA Profile editor can't see it when I try to add it to the installed addons list. Is there a way to fix this? *UPDATE* Nevermind I found how to add it manually Edited February 13, 2014 by Carter[3rdID] Share this post Link to post Share on other sites
major_shepard 82 Posted February 13, 2014 You could do by adding each item one by one. Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted February 14, 2014 Is it possible to have a AddAction on a info stand for loadouts without the @LEA game mod, I know how to do it with the mod but I wanted it know if it can be done all mission side with vanilla? In my mission I want it so SL's tell people what they can use then those people just go to an info stand and select the AddAction for what role the SL assigned them. I've been trying to do it will the contents of \userconfig\lea\loadout_0.sqf (loadout for AR I made) but I'm not very good with scripting. Share this post Link to post Share on other sites
major_shepard 82 Posted February 14, 2014 Yep you can. 2 ways: 1- By importing the mission in LEA and add the Apply Loaodout Action in from of the object (see the wiki) 2- Or add in the init.sqf "enable_lea_addon=false"; open the mission in ArmA 3 Mission Editor, find the object and add in the init field "_dummy = [] execVM "apply_loadout.sqf"; You will find the script into "scripts" folder of LEA installation directory. Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted February 14, 2014 Yep you can.2 ways: 1- By importing the mission in LEA and add the Apply Loaodout Action in from of the object (see the wiki) 2- Or add in the init.sqf "enable_lea_addon=false"; open the mission in ArmA 3 Mission Editor, find the object and add in the init field "_dummy = [] execVM "apply_loadout.sqf"; You will find the script into "scripts" folder of LEA installation directory. I think I did it like that but was saying "Resource not found" or something similar when I used the AddAction, I will try again and see how I go. Share this post Link to post Share on other sites
HorbeySpector 164 Posted February 14, 2014 hey Im trying to import Hotshotmike's HK416 into LEA, but it doesnt recognize any of the weapons, just the magazines. any idea whats causing this? Share this post Link to post Share on other sites
(AEF)Duck 12 Posted February 15, 2014 Hi All, I have just started using this tool - excellent work by the way. But now I seem to be having some issues with it. I am making a trial mission to practice with this tool and hopefully use it as a template for other missions. What I am doing is using the INS Revive script pack http://www.armaholic.com/page.php?id=20196 to get all the basics like settings, respawn, group management sorted. Then I am placing all the playable units in the game. At the moment there are 40 slots. At this point I am testing the mission and everything is working fine. now is where I am having the issues... once I have finished using the loadout editor and importing it into the mission I have found that all the units have the correct loadout but I have lost all my other scripts. ie: No Respawn No Settings No Saved loadout No Revive Its as if the LEA is overriding every other script. Also when a unit dies it is reloading with the default loadout, not the one I have created. has anyone got and suggestions? Cheers Duck Share this post Link to post Share on other sites
major_shepard 82 Posted February 15, 2014 When genretare loadout script do you set to respawn with LEA loadout or not? Share this post Link to post Share on other sites